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Walkthrough

 
Sci-Tech Dictionary: walkthrough
 
(′wök′thrü)

(computer science) A step-by-step review of a computer program or system during its design to search for errors and problems.


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A step-by-step review of a specification, usability features or design before it is handed off to the technical team for development. See use-case analysis and pair programming.

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Wikipedia: Walkthrough
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A walkthrough is a term describing the consideration of a process at an abstract level.

The term is often employed in the software industry (see software walkthrough) to describe the process of inspecting algorithms and source code by following paths through the algorithms or code as determined by input conditions and choices made along the way. The purpose of such code walkthroughs is generally to provide assurance of the fitness for purpose of the algorithm or code; and occasionally to assess the competence or output of an individual or team.

The term is employed in the theatrical and entertainment industry to describe a rehearsal where the major issues of choreography and interaction are practiced and resolved, prior to more formal "dress rehearsals".

The term is often used in the world of learning where a tutor/trainer will walk through the process for the first time. It is regarded as a literal walk through of the learning at the groups pace ensuring that everyone takes in the new knowledge and skills.

Something akin to walkthroughs are used in very many forms of human endeavor since the process is a thought experiment that seeks to determine the likely outcome(s) of an affair based on starting conditions and the effects of decisions taken.

Contents

Various usages

Video games

In video games, a walkthrough is a document which attempts to teach a player how to beat or solve a particular game. Many people consider walkthroughs to be a form of cheating. Walkthroughs are often made by amateurs after they have completed the game and date from the earliest text adventures and the simplest graphic adventure and puzzle-adventure games. Now they are most common for complex games, such as role playing games and strategy games; less involved games usually have a FAQ instead. A classic variation on the straightforward walkthrough is "progressive hints." This type of walkthrough provides a series of hints, increasingly explicit, to try to guide the player to a solution without making it too obvious right away. The player usually has control over how many of the progressively explicit hints will be revealed. A notable implementation of progressive hints is the Universal Hint System, which defines formats for hint files so that client software can allow the player to control which hints are revealed. A non-software implementation is the "red filter obfuscator", as described in US Patent 6833829, where the hints are printed under an obfuscating mess of red squiggles. Placing a red color gel over the printout reveals the text.

Walkthroughs are typically organized according to the levels or stages of the game, they frequently contain the author's ASCII art of the game title or logo at the beginning, and are usually available for free on the Internet, as opposed to the more involved strategy guides, which are professionally printed with many graphics. On the internet, one should also search for "solutions" as a synonym for the more puzzle-type games. GameFAQs is one of the most popular websites for walkthroughs.

Auditing

In an audit, a walkthrough is the act of reviewing a process or activity in scope. The purpose is to confirm if a documented process is in use and is accurately reflecting current workflow. The walkthrough may also be used to test the accuracy of current or previously used control activities.

Architecture

An architectural walkthrough utilizes computer software to provide a virtual tour of a building or structure prior to its real life construction. The walkthrough is sometimes referred to as a flythrough; whilst the walkthrough is an important communication tool to demonstrate how the building will be seen by pedestrian users of a building, the software does not confine the viewer to this view point and permits the possibility of seeing the building from all angles. The first commercially viable walkthroughs became available during the 1980s when computing advances made affordable software available and the processing power of personal computers took such graphics out of the realms of super computers.

Video Walkthroughs

The user shows how to beat the game using videos. These kind of walkthroughs are common at sites like Youtube and are made with the help of emulators, video recorders, etc. Some walkthoughs can be done in multiplayer co-op, like Crash: Mind Over Mutant. These walkthoughs would require another person, like a friend or family member.

Theater

The term is employed in the theatrical and entertainment industry to describe a rehearsal where the major issues of choreography and interaction are practiced and resolved, prior to more formal "dress rehearsals". Performers will walk through their entrances and exits on stage (rather than in character or in performance mode) and clarify any issues they might have (e.g. unknown cues to be resolved, places to stand or sit).

Education

James Paul Gee imagines an academic "walkthrough" in What Video Games Have To Teach Us About Learning And Literacy (Palgrave-Macmillan, revised and updated edition, 2007): "[I]magine what a science classroom would look like where learners wrote extensive walkthroughs according to strict norms and debated when and how to use them, debates that became part and parcel of the learners' growing appreciate systems about what it means to 'do science (well).' And, indeed, in a sense real scientists do have walkthroughs. They know (though talk with others and through texts) the case histories of how relevant related discoveries in their field were made. They also have opinions about how closely one should consult or follow these histories" (98).

See also

External links


 
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